A Trickle Of Content

Final Fantasy XIV launched its newest major patch this past week. I only got into it over the last couple of days, because Fallout, but I spent most of the evening futzing about, checking out the new stuff. A patch for FFXIV tends to be surprisingly big, in very subtle ways. For example, here’s what was added in the latest patch:

A Trickle Of Content

  • A new casual raid
  • Two new dungeons
  • About two hours of new Main Story Quest content
  • A (hugely detailed) pet battle minigame
  • A new set of rep grind daily quests
  • A new extreme-mode raid boss
  • A new guild questing airship zone
  • A bunch of new crafting items
  • Frankly, more crafting stuff than I can even begin to process
  • Several new guild projects
  • Several new micro-games in the Gold Saucer
  • New Triple Triad cards and opponents
  • Several new character customization options
  • New flying mounts
  • New minipets
  • New sightseeing locations (I honestly have no idea what this part of the game is)
  • New emotes
  • A medium amount of class balancing
  • A huge amount of refreshment of older content
  • A new screenshot camera system, complete with synchronized poses (!)

It’s a truly huge list. Individually, any of these things are a fairly small bit of content (except possibly the airship zone?), but as a whole it’s quite a lot of stuff to do. It’s one of the reasons I’ve stayed with the game– even taking a little short of two months off after catching up in Heavensward, I’m still interested in hopping back in and trying out the new stuff.

A Trickle Of Content

One thing that’s struck me, though, is that the way I’m approaching the game is significantly different from my last break. When I came back from my last break, there was a ludicrous amount of catching up to do, to the point where it was several major patches before I’d caught up. In a couple of days, I’ve made a pretty good dent in the “major” additions this patch, those being the story quests and one of the new raids. Another night and I’ll probably have the rest of the dungeons, too. Even after that, there will be a ton of stuff to do, and best of all, I won’t feel like I HAVE to do it to “keep up”.

I tend to check out of a game when I start feeling obligated to play it, which is where I was at before I took my break. I’d hungrily devoured the Heavensward content and had played almost all of the existing new content; what was left was to grind daily dungeons to slowly get a new set of fancy gear, for the hardest of content available. FFXIV has a notoriously punishing leading edge of content, and I’m just not that hardcore anymore. Rather than hopping in once a week, or less, I opted to take a break entirely and come back refreshed. I honestly expected that I would jump in, see the new content, and check out again, and perhaps I still will.

A Trickle Of Content

However, I came back to find the guild still humming along fine and happy without me, which was great to see, and I’ve caught up on the content I feel like I “have” to do, for the most part. As a result, I’m finding myself curious about the other fun things out there, and I feel like they’re going to be more fun than obligation. It’s a good feeling, and I’m more enthused about logging in than I expected I’d be. The game feels like home: familiar, and not shiny or new or necessarily flashy and exciting, but comfortable and welcoming. It’s okay that I was gone for a bit; my room’s still made up the way I left it and I can hop back in, no problem.

I’ve consciously tried to keep a moderate pace in FFXIV, playing when I want to and no more, and it’s kept me interested in the game rather than burning myself out. Our raid is still on hiatus– I’m not actually sure there’s much raid for us to even *do*, maybe the new extreme boss or scheduled guild airship zone nights, but I’m okay with that. There’s enough to do and play without the need to try to keep up with “progression content” right now.

 

Interweaving Narratives

When I write tabletop campaigns, I tend to write in two layers, which I’ve touched on briefly before. I’ll write the background layer, all of the stuff that’s happening behind the scenes that may affect what’s going on with the player characters, but likely won’t be seen directly until the very end of an arc. I’ll then write “moments” that intersect with that background narrative, and generally just enough connective tissue to link those moments together.

Interweaving Narratives

I tend to structure my tabletop RPG narratives in arcs, which are big sweeping stories with some major change or victory (or defeat) at the end. I break these down into Acts, which establish a kind of temporal lockstep with my background narrative, and then each Act is made up of scenes, which are the moment-to-moment bits that get strung together. I tend not to be picky about the order in which scenes show up, as long as they make sense within the Act.

Scenes are there to move the story forward, establish a bit of the setting, offer choices to the party, or resolve some conflict. They’re my little hints at the overall background story, and their outcomes affect how that background goes. The nice thing about breaking things down this way is that if the party makes some choice I don’t expect, I’m very rarely put in a position where I don’t know what to do next– I just pull a different scene out to move things forward. In a sense, I’m always fanning out a bunch of cards and letting my players pick the next one, at which point I set off whatever chain of events makes the most sense.

As a bit of an example, this weekend’s session of Star Wars was five scenes– two major ones, two minor ones, and one throwaway. Having acquired a starship, the group is working their way towards a particular location in the Deep Core. I figured they would either go straight for the Deep Core or take a side trip to better establish themselves. Each of these was set up with pros and cons– going straight for the Core would have gotten them closer to their goal quickly, and they’d at least be able to approach while under the Empire’s radar, but they’d be going in to a very dangerous area mostly blind. Going for more supplies / establishing relationships gets them more XP and resources, but increases the chances that they’ll do something that calls attention to themselves.

The first scene played out twice, as throwaways, and involved simply transmitting codes to Imperial checkpoints to get past. Pretty simple, but there’s still the possibility they could choose to do something crazy. Mostly it sets the scene for checkpoints as a regular occurrence. The second scene was a hyperspace interdiction– the party’s ship got pulled out of hyperspace by pirates. This could have played out in a variety of ways; it could have gotten them salvage, it could have put some damage on their ship, they might have gotten ahold of a rare and extremely valuable interdiction device, or (what they did) was talk their way out of it with some pretty fantastic social rolls and a bit of blind luck. Bel wanted his character to have something of a reputation for being bad luck, and a couple of deception checks and a name-drop later (and a successful Underworld Knowledge check on the part of the pirate captain), the party got away scot-free.

The third scene was a major one, as the group made a contact within the Rebel Alliance. This is where I start weaving in the background narrative, and the various things that are going on in the background. Their contact was intended to come off as sharp and perceptive, but friendly, and send the party on a side mission while she looked into some of their interests for them. She’ll be doing background checks on them and getting them resources in exchange for a search-and-rescue job on Nar Shaddaa, leading straight into the last major scene of the session: the rescue mission. This was interlaced with the last minor scene, another Imperial checkpoint but with a much more hostile agent. Nothing unmanageable, but not trivial either.

One of the things that I’d been tracking was the time spent by the party, both traveling and otherwise, mapped against the timeline of the background narrative. In this case, it’s the original series, so I’ve been keeping an eye on when specific major moments in the OT occurred, and what the party was likely to be doing at that time. In a delicious (for me) twist, the destruction of Alderaan coincided with the party’s rescue mission. I had a feeling it was going to occur, but I wasn’t sure how the group was going to approach the rescue. When they went in guns blazing, I knew things were going to be interesting. They did have the foresight to jack into the area’s cameras and get a view of where their enemies might be, though, which likely helped a lot.

About three rounds into combat, I asked everyone (in a party of force-sensitives) to make a Presence (Willpower) check, and got a few horrified sounds at the intense difficulty of the roll. A few people were getting a bad feeling about things when they saw the roll, and only two of the group managed to pass it. Then:

“You feel a great disturbance in the Force, as if a million voices suddenly cried out in terror, and were silenced.”

Psychic backlash is a real jerk, and I considered that in the original movies, Obi-Wan Kenobi was nearly incapacitated by the wave sent out by the destruction of Alderaan, and he was a serious badass. For my (much less powerful) party, anyone failing the check instantly passed out from the shock. Bad times in the middle of a firefight, but the party pulled through and made their rescue.

Now, it’ll be interesting to see how they deal with the aftermath of all of that, and if anyone will consider that they didn’t turn off those cameras. Hopefully no one of importance will happen upon a recording of an apparent gang fight where lightsabers got drawn and a bunch of people pass out at the exact moment a nasty ripple through the Force occurred. Surely there’s no one out there who might put two and two together…

AggroChat #83 – After the Bomb

AggroChat83_sm

We talk about raiding, and get nostalgic about point and click adventure games.  Additionally there has been one game that all of us have been playing this week… and even though it is the game of the month there is no way we could stop from talking about it as well.  That’s right we start digging into Fallout 4 and all of the different ways we have been playing it.  We are keeping it largely spoiler free and talking more about the mechanics and exploration of the game.

Subjects we talked about…

  • Wildstar Raiding
  • General MMO Raiding
  • Wildstar Runes
  • Time Travelling Games
  • EvoLand
  • Day of the Tentacle
  • Point and Click Adventure Games
  • Sam and Max
  • Full Throttle
  • King’s Quest
  • Quest for Glory
  • Grim Fandango
  • Fallout
  • Baldur’s Gate
  • Fallout 4

Better Lucky Than Good

I had an idea for a Fallout 4 mod, and wanted to see the intro a second time from the “other” perspective, just to see. It meant that I have a second character, and having figured out some of the systems from the game, I decided it was time to get silly.

Better Lucky Than Good

Kodra was breaking down how some of the stats worked, and I’ve been looking at some of the perks. My current character is reasonably evenly balanced, and has a pretty strong “stealth sniper” thing going. I wanted something insanely min-maxed. With the starting spread of points, you can get two stats to 10, and another to 4. It should make for an interesting character.

I considered a few possibilities here– the all-strength and all-endurance, with just enough Intelligence to make fancier weapons, but that strikes me as playing things a little too straight. The ridiculous intelligence and ridiculous perception, with a hint of Agility is kinda close to my existing character, just more extreme. I’d wanted to try out Charisma, and stumbled upon an idea (edit: looks like someone else also had this idea). We’re going full on 10 points in Charisma and Luck to start, and the remaining 4 in intelligence. 1s in Strength, Endurance, Perception, and Agility. I’m going to rely wholly on the Intimidate perk and the various Lucky perks to stay alive.

I have no idea if this idea is going to work, but it’s going to be funny either way. I think there are enough options for me to be functional, although certain situations are going to be something of a problem. Hopefully anything I can’t talk my way out of will be escapable; I suspect I’m going to be running away a lot. I’ll be playing this character as kind of a break from other stuff, so I won’t be updating often, but I’ll make comments as they come.

Thus far, some mosquitoes have nearly killed me and I’ve been brutally savaged by a bloatfly. Hopefully I catch a lucky break.